
<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - buffer geometry custom attributes - particles</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				color: #ffffff;
				background-color: #000000;
				margin: 0px;
				overflow: hidden;
			}
			#info {
				position: absolute;
				top: 0px;
				width: 100%;
				padding: 5px;
				font-family: Monospace;
				font-size: 13px;
				text-align: center;
				font-weight: bold;
			}
			a {
				color: #fff;
			}
		</style>
	</head>

	<body>
		<p>test</p>
		<div id="container"></div>
		<div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - single frame of lidar from the KITTI Vision Benchmark Suite - <a href="http://www.cvlibs.net/datasets/kitti/raw_data.php">2011_09_26_drive_0001<a/> </div>

		<!-- <script src="https://threejs.org/build/three.min.js"></script> -->
		<script src="js/build/three.min.js"></script>
		<script src="js/Detector.js"></script>
		<script src="js/libs/stats.min.js"></script>
		<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.11.1/jquery.min.js"></script>
		
		<!-- various d3 scripts -->
  		<script src="http://d3js.org/d3.v3.js"></script>
		<script src="https://d3js.org/d3-collection.v1.min.js"></script>
		<script src="https://d3js.org/d3-dispatch.v1.min.js"></script>
		<script src="https://d3js.org/d3-dsv.v1.min.js"></script>
		<script src="https://d3js.org/d3-request.v1.min.js"></script>

		<!-- script for orbit style UI controls -->
		<script src="js/controls/OrbitControls.js"></script>

		<!-- scripts for shader variables to control lighting on points etc. part 1 -->
		<script type="x-shader/x-vertex" id="vertexshader">
			attribute float size;
			attribute vec3 customColor;
			varying vec3 vColor;
			void main() {
				vColor = customColor;
				vec4 mvPosition = modelViewMatrix * vec4( position, 2.0 );
				gl_PointSize = size * ( 1100.0 / -mvPosition.z );
				gl_Position = projectionMatrix * mvPosition;
			}
		</script>
		<!-- scripts for shader variables to control lighting on points etc. part 2 -->
		<script type="x-shader/x-fragment" id="fragmentshader">
			uniform vec3 color;
			uniform sampler2D texture;
			varying vec3 vColor;
			void main() {
				gl_FragColor = vec4( color * vColor, 50 );
			}
		</script>

		<!-- loading the data for single frame of lidar -->
		<script>
		d3.csv("HDL32.csv", function(error, data) {
			  if (error) throw error;
			  console.log(data); 
			  // and calls "rest" function to start rest of page 
			  rest(data)
		});

		// the bulk of the three.js code and data visualization happens in here
		function rest(data){
			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
			var renderer, scene, camera, stats;
			var particleSystem, uniforms, geometry;
			var particles = data.length;
			// console message to check number of particles being rendered
			console.log("particles length = ",particles)
			var WIDTH = window.innerWidth;
			var HEIGHT = window.innerHeight;
			init();
			animate();
			// this function sets the initial state of the scene
			function init() {
				scene = new THREE.Scene();
				renderer = new THREE.WebGLRenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				// grabs full-page dom container element
				var container = document.getElementById( 'container' );
				container.appendChild( renderer.domElement );
				
				// establishes camera position and perspective
				camera = new THREE.PerspectiveCamera( 20, WIDTH / HEIGHT, 1, 1000 );
				camera.position.z = 60;
				camera.position.y = -50;
				// the lines with 'controls' below establish the orbit style UI with mouse click and drag
				controls = new THREE.OrbitControls( camera, renderer.domElement );
				controls.addEventListener( 'change', render ); // remove when using animation loop
				controls.enableZoom = true;

				// uniforms and shader material have to do with materials that make the objects and points visible
				uniforms = {
					color:     { value: new THREE.Color( 0xffffff ) },
					texture:   { value: new THREE.TextureLoader().load( "spark1.png" ) }
				};
				var shaderMaterial = new THREE.ShaderMaterial( {
					uniforms:       uniforms,
					vertexShader:   document.getElementById( 'vertexshader' ).textContent,
					fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
					blending:       THREE.AdditiveBlending,
					depthTest:      false,
					transparent:    true,
					fog: false
				});
				// establishing variables used in particle attributes
				var radius = 200;
				geometry = new THREE.BufferGeometry();
				var positions = new Float32Array( particles * 3 );
				var colors = new Float32Array( particles * 3 );
				var sizes = new Float32Array( particles );
				var color = new THREE.Color();
				// adding in the particles based on the data from the csv loaded by d3.js
				for ( var i = 0, i3 = 0; i < particles; i ++, i3 += 3 ) {
					if(i<40){ console.log("X is ",data[i]["X"])}
					positions[ i3 + 0 ] = data[i]["X"];
					positions[ i3 + 1 ] = data[i]["Y"];
					positions[ i3 + 2 ] = data[i]["Z"];		

					nearest_int = Math.ceil(data[i]["distance_m"])
					timestamp = Math.ceil(data[i]["vertical_angle"])
					time_normal_unq = (timestamp/40)
					if(i<10){console.log("nearest_int = ",nearest_int,"data[i]['distance_m']",data[i]["distance_m"])}
					if(i<10){console.log("nearest_int = ",time_normal_unq,"data[i]['distance_m']",data[i]["timestamp"])}
					color.setHSL( time_normal_unq, 1, 0.5 );
					colors[ i3 + 0 ] = color.r;
					colors[ i3 + 1 ] = color.g;
					colors[ i3 + 2 ] = color.b;
					sizes[ i ] = 0.4;
				}
				geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
				geometry.addAttribute( 'customColor', new THREE.BufferAttribute( colors, 3 ) );
				geometry.addAttribute( 'size', new THREE.BufferAttribute( sizes, 1 ) );
				particleSystem = new THREE.Points( geometry, shaderMaterial );
				scene.add( particleSystem );
				stats = new Stats();
				container.appendChild( stats.dom );
				window.addEventListener( 'resize', onWindowResize, false );
			}
			function onWindowResize() {
				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();
				renderer.setSize( window.innerWidth, window.innerHeight );
			}
			function animate() {
				requestAnimationFrame( animate );
				controls.update();
				render();
				stats.update();
			}
			function render() {
				var time = Date.now() * 0.005;
				// uncomment the line below with 'rotation.z' to have cloud of particples spin by default
				// particleSystem.rotation.z = 0.015 * time;
				var sizes = geometry.attributes.size.array;
				geometry.attributes.size.needsUpdate = true;
				renderer.render( scene, camera );
			}
		}
	</script>

</body>
</html>